prop_russell_headset
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prop_russell_headset is a point entity available in
Half-Life: Alyx.
Russell's headset that the player can pick up and put on.
Keyvalues
- Model (model) <model path>
- models/props/choreo_office/headset_prop.vmdl
Glow:
- Glow Range (glowrange) <integer> (only in
)
- Range at which the glow becomes visible on approach. 0 means always visible.
- Glow Range Min (glowrangemin) <integer> (only in
)
- Inner range at which the glow stops being visible on approach. 0 means always visible.
- Glow Color Override (R G B) (glowcolor) <color255> (only in
)
- Change the render color of the glow.
- Minimum / Maximum Effect Details Level
(mincpulevel / maxcpulevel) <integer choices> (in all games since
)
- Don't render for players with Effect Details levels that exceed the minimum or maximum.
Choices - 0: Default ("Low" for
mincpulevel, "High" formaxcpulevel) - 1: Low
- 2: Medium
- 3: High
- 0: Default ("Low" for
- Minimum / Maximum Shader Details Level (mingpulevel / maxgpulevel) <integer choices> !FGD (in all games since
)
- Don't render for players with Shader Details levels that exceed the minimum or maximum.
Choices - 0: Default ("Low" for
mingpulevel, "Very High" formaxgpulevel) - 1: Low
- 2: Medium
- 3: High
- 4: Very High
- 0: Default ("Low" for
BreakableProp:
- Explosion Damage (ExplodeDamage) <float>
- If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage. See also Explosion Radius.
- Explosion Radius (ExplodeRadius) <float>
- If non-zero, when this entity breaks it will create an explosion with a radius of the specified amount. See also Explosion Damage.
- Sound to make when punted (puntsound) <sound> (in all games since
)
- Sound to make when punted by gravity gun.
- Break Model Message (BreakModelMessage) <string> (only in
)
- "If set, will use this break model message instead of the normal break behavior."
Breakable (common):
- Performance Mode (PerformanceMode) <choices>
- Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
Choices - 0: Normal
- 1: No Gibs
- 2: Full Gibs on All Platforms (Xbox 360, PS3, etc)
- 3: Reduced gibs
- Min Damage to Hurt (minhealthdmg) <integer>
- If a single hit to the object doesn't do at least this much damage, the prop won't take any of the damage it attempted to give.
- Pressure Delay (PressureDelay) <float>
- Seconds to delay breaking from pressure. Allows creaking/groaning sounds to play.
- Health (health) <integer>
- How close to breaking the object is.
- Maximum Health (max_health) <integer>
- Health cannot exceed this amount.
- Physics Impact Damage Scale (physdamagescale) <float>
- Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.
- Breakable By (BreakableType) <choices> (only in

)
-
Who can break this? - 0: Everyone
- 1: All Infected
- 2: Only Tanks
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Global:
- Global Entity Name (globalname) <string>
- Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
CanBeClientOnly:
- Create Client-Only Entity (clientSideEntity) <choices>
- Is the entity client-side only?
Value Description 0No 1Yes
- World Model (model) <model path>
- The model this entity should appear as. 128-character limit.
- Skin (skin) <integer>
- Some models have multiple skins. This value selects from the index, starting with 0. May be overridden by game code.
Tip: Hammer's model browser automatically updates this value if you use it to view different skins.
- Model Scale (modelscale) <float>
- A multiplier for the size of the model.
Tip: In
Hammer++ with a prop selected in 3D view, hold Ctrl and scroll the mouse wheel to change the modelscale in increments of 0.5. Holding ⇧ Shift will scale it in smaller increments of 0.05.
- Bodygroup (body / SetBodyGroup) <integer>
- Some models have multiple submodels. This value selects from the index, starting with 0. May be overridden by animations and/or game code.
Note: If both bodyandSetBodyGroupare present (even if set to 0),bodywill be prioritized.
- Sequence (sequence) <integer> !FGD
- Default animation sequence for the model to be playing after spawning. May be overridden by game code.
- Lighting Origin (lightingorigin) <targetname>
- Select an entity (not info_lighting!) from which to sample lighting and cubemaps instead of the entity's $illumposition.
Shadow:
- Disable Shadows (disableshadows) <boolean>
- Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
- Shadow Cast Distance (shadowcastdist) <integer> !FGD
- Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
- Disable Receiving Shadows (disablereceiveshadows) <boolean>
- Prevent the entity from receiving dynamic shadows on itself.
- Disable Shadow Depth (disableshadowdepth) <boolean> (in all games since
)
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight (disableflashlight) <boolean> (in all games since
)
- Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since
)
- Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
Choices - 0 : Default
- 1 : No cache - render every frame
- 2 : Cache it - render only once
- Render in Fast Reflections (drawinfastreflection) <boolean> (in all games since
)
- If enabled, this entity will render in fast water reflections (i.e. when a water material specifies
$reflectonlymarkedentities) and in the world impostor pass.
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Flags
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Inputs
Glow:
BreakableProp:
- Break
- Breaks the breakable.
- SetHealth <integer>
- Sets a new value for the breakable's health. If the breakable's health reaches zero it will break.
- AddHealth <integer>
- Adds health to the breakable.
- RemoveHealth <integer>
- Removes health from the breakable.
- physdamagescale <float>
- Sets Physics Impact Damage Scale. 0 means this feature is disabled for backwards compatibility.
- EnablePhyscannonPickup
- Makes the breakable able to picked up by the gravity gun.
- DisablePhyscannonPickup
- Makes the breakable not able to picked up by the gravity gun.
- EnablePuntSound (in all games since
)
- Allow this prop from playing its Punt Sound sound when punted by the gravity gun.
- DisablePuntSound (in all games since
)
- Prevent this prop from playing its Punt Sound sound when punted by the gravity gun.
Studiomodel:
- SetBodyGroup <integer>
- Set the model's body group.
- AlternativeSorting <boolean>
- Uses an alternative method for telling which objects are in front of others. Use if this object draws incorrectly when seen through transparent things.
- SetModelScale <string> (in all games since
) (also in
)
- Sets the model scale. Takes two values separated by a space. The first is the target model scale. The second value is the number of seconds the change in scale will be spread over. If there is no second value, the model will scale instantly.
Warning: Negative or extremely high values can cause crashes!
Shadow:
- DisableShadow
- Turn dynamic shadows off for this entity. Identical to applying EF_NOSHADOW.
- EnableShadow
- Turn dynamic shadows on for this entity.
- DisableReceivingFlashlight (in all games since
)
- This object will not receive light or shadows from projected textures.
- EnableReceivingFlashlight (in all games since
)
- This object may receive light or shadows from projected textures.
Reflection:
- DisableDrawInFastReflection (in all games since
)
- Turns off rendering of this entity in reflections when using
$reflectonlymarkedentitiesin water material.
- EnableDrawInFastReflection (in all games since
)
- Turn on rendering of this entity in reflections when using
$reflectonlymarkedentitiesin water material.
ToggleDraw:
- DisableDraw (in all games since
)
- Add the EF_NODRAW flag to this entity. Some entities manage this on their own so be aware you can override that value.
- EnableDraw (in all games since
)
- Remove the EF_NODRAW flag from this entity. Some entities manage this on their own so be aware you can override that value.
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Outputs
- OnPutOnHeadset
- Fired when headset is put on.
Studiomodel:
- OnIgnite
- Fired when this object catches fire.
BreakableProp:
- OnBreak
- !activator = entity that breaks the object
!caller = this entity - Fired when this object breaks.
- OnHealthChanged <float>
- !activator = entity that caused the health change
!caller = this entity - Fired whenever the health of the breakable has increased or decreased. This output automatically puts the new health amount as a decimal percent (e.g. 45% = 0.45) into the parameter box for inputs, if the mapper does not override the parameter with something else.
- OnTakeDamage
- !activator = entity that caused the damage
!caller = this entity - Fired when damage is taken.
- OnPhysCannonAnimatePreStarted
- !activator = none
!caller = this entity - Fired when prop starts its
ACT_PHYSCANNON_ANIMATE_PREactivity. Caused by the object being picked up by the gravity gun.
- OnPhysCannonAnimatePullStarted
- !activator = none
!caller = this entity - Fired when prop has started its
ACT_PHYSCANNON_ANIMATEactivity.ACT_PHYSCANNON_ANIMATE_PREplays once, thenACT_PHYSCANNON_ANIMATEstarts looping.
- OnPhysCannonDetach
- !activator = none
!caller = this entity - Fired when prop has started its
ACT_PHYSCANNON_DETACHactivity (caused by the gravity gun ripping it from a wall).
- OnPhysCannonAnimatePostStarted
- !activator = none
!caller = this entity - Fired when prop has started its
ACT_PHYSCANNON_ANIMATE_POSTactivity (caused by the player letting the prop go from the gravity gun).
- OnPhysCannonPullAnimFinished
- !activator = none
!caller = this entity - Fired when prop has finished all gravity gun-related animations.
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